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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

use glm instead of Math3D in rendering

This commit is contained in:
docentYT
2026-04-27 21:41:00 +02:00
parent ef852b4307
commit 438cc563d9
5 changed files with 17 additions and 26 deletions

View File

@@ -1266,7 +1266,7 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; }
auto const position { Math3D::vector3 {
auto const position { glm::dvec3 {
0.f,
Dynamic->MoverParameters->Couplers[ End ].adapter_height,
( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
@@ -2681,7 +2681,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
case rendermode::shadows:
{
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
distancesquared = glm::length2((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
break;
}
case rendermode::reflections:
@@ -3105,9 +3105,9 @@ bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, f
return true;
}
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
{
Math3D::vector3 Angle(A);
glm::dvec3 Angle(A); // TODO: Why copy?
::glPushMatrix();
::glTranslated(Position.x, Position.y, Position.z);
if (Angle.y != 0.0)
@@ -3980,9 +3980,9 @@ bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Mater
return true;
}
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
{
Math3D::vector3 Angle(A);
glm::dvec3 Angle(A); // TODO: Why copy?
::glPushMatrix();
::glTranslated(Position.x, Position.y, Position.z);
if (Angle.y != 0.0)